link works now... ;)

On Sep 3, 1:32 pm, morphean <[email protected]> wrote:
> have a look at the following:
>
> http://www.morphean.co.uk/images/c3/cube1.html
>
> I have done as you suggested before, and using a single hoverCam I am
> now moving the target for that hoverCam around, you can see the small
> yellow block. but the orbit seems to bit a bit weird. you have to
> refresh to reset the view at the moment. I am trying to get teh skybox
> effect but inside one of those cubes..
>
> the onEnterFrame is exactly like the skybox examples and in fact most
> of the other hoverCam examples, do I need to change the offsetValue
> (ie 0.3*) to get the effect I am looking for?
>
> also on this example would the replicate function be useful in
> increasing performance, or is it only good for objects with exactly
> the same materials etc..
>
> thanks
>
> morph
>
> On Sep 2, 4:21 pm, Peter Kapelyan <[email protected]> wrote:
>
>
>
> > Yes, and yes.
>
> > To make a "null" or invisible object, you can just create a new
> > DisplayObject3D(), that way you can save some memory instead of using a
> > cube. Although a cube is a good idea because you can show it (visible=true),
> > and use it for debug purposes etc.
>
> > -Pete
>
> > On Wed, Sep 2, 2009 at 9:44 AM, morphean <[email protected]> wrote:
>
> > > so for example;
>
> > > initial setup
>
> > > 1. setup a cube in the centre at 0,0,0
> > > 2. hoverCamera.target = thatCube;
> > > 3. thatCube.visible = false;
> > > 4. onActionWhatever => Tweener.addTween(thatCube, {x:200,y:200,z:
> > > 200,time:3,transition:"easeInQuart"});
>
> > > then the camera will orbit around the invisible cube, is that correct?
> > > and if I set visible to false, the item is still in the display list
> > > just not visible?
>
> > > thanks
>
> > > On Sep 2, 10:24 am, Jensa <[email protected]> wrote:
> > > > I've kind of replied to this already in the other thread you started,
> > > > but just make a Cube at the position 200,200,200 and set the target of
> > > > the HoverCam to follow this :)
>
> > > > J
>
> > > > On Sep 2, 11:06 am, [email protected] wrote:
>
> > > > > what about moving hoverCameras, is it possible to have the orbit 
> > > > > around
> > > another point or is it only the origin that they can move around. I want 
> > > to
> > > set up a load of cameras to view the insides of objects in the same way a
> > > hoverCamera does but at the moment each hoverCam I set up only revolves
> > > around 0,0,0, whereas my object center might be at 200,200,200
>
> > > > > thanks
>
> > > > > morph
>
> > > > > -----Original Message-----
> > > > > From: "Jensa" <[email protected]>
> > > > > Sent: Wednesday, 2 September, 2009 09:56
> > > > > To: "away3d.dev" <[email protected]>
> > > > > Subject: [away3d] Re: cameras - hierarchy
>
> > > > > Hi morphean,
> > > > > Cameras cannot be attached to anything. You always set the camera to
> > > > > one of your views using:
>
> > > > > view.camera = myCamera;
>
> > > > > J
>
> > > > > On Sep 1, 6:55 pm, morphean <[email protected]> wrote:
> > > > > > can cameras be attached to Object3DContainers or can they only be
> > > > > > attached to view.scene ??
>
> > > > > > thanks
>
> > --
> > ___________________
>
> > Actionscript 3.0 Flash 3D Graphics Engine
>
> > HTTP://AWAY3D.COM

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